Colonel Markus ‘Siege’ Brisbane

If there is one warcaster the trenchers would call their own, it is Colonel Markus Brisbane—the most decorated and universally respected of Cygnar’s veteran battle mages. Brisbane is a pure soldier through and through, a man who has never shrunk from danger or responsibility and who has earned a reputation for pragmatism and absolute dedication to the army. Equipped with state-of-the-art weapons and equipment, Colonel Brisbane shatters the enemy’s lines and marshals his own troops to victory.

Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.

Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.

Activate Rocket Turret - Once per turn at any time during his activation, you can place a Rocket Turret anywhere completely within 3" of Brisbane unless he already has a Rocket Turret in play. The Turret cannot activate the same turn.

Desperate Pace [Trencher] (★ Action) - Target Trencher unit. If it is in CMD range, it gains +2" movement during their Normal Movement this turn.

Jump Back - At the end of an activation in which Siege has made a successful charge, he can be placed completely within 5" of his current location and then his activation ends.

Rocket Pack - Once per activation, Siege can spend one focus point to be placed completely within 5" of his current location. Siege cannot use Rocket Pack during an activation in which he charges. During an activation in which this model was placed as a result of using the Rocket Pack ability, the damage roll for his next melee attack is automatically boosted.

Small- and medium-based friendly Faction warrior models currently in his CTRL range immediately advance up to 3" and then gain Dig In. (Dig In (★ Action) - This model gains cover, immunity to blast damage, and stops blocking LOS. It retains this until it moves or is engaged.)

Warjacks in his battlegroup currently in his CTRL area gain Bulldoze for one turn. (Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack.)

Place a wall template anywhere completely within the caster's CTRL range where it does not touch a model, obstruction or obstacle. Any model entering or ending its activation in the template takes 1 point of damage.

Recent ReleaseThis model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

A very versatile addition to Cygnar's repertoire, Siege2 is a movement-themed warcaster who can play Attrition, Control, or Assassination from game to game without having to change your army's composition. It all comes down to how and when you use his feat.

Unlike is previous incarnation, Siege2 himself prefers melee combat to sitting back and blowing things up, and is well equipped in that regard. The Rocket Pack and Jump Back let him maneuver around the battlefield with ease, and his Maul is both heavy-hitting and has the added bonus of Ram, letting him set up a knockdown assassination that gunlines can exploit with impunity.

His Rocket turret, while a far cry to the Rocket Cannon from his previous incarnation in terms of firepower, can be set up and removed for free with no action. This makes it good for zone control or as a roadblock to prevent/eat charges.

Perfect Position lives up to it's name by being one of the most flexible feats in the game. You can use it to back up a gunline out of charge range to ensure another round of good shooting. Or run your army up and dig in to lock-in an early position. Or use it after a charge to jam models in the way the enemy. Or just gain an addition 3 inches to get off an alpha strike on the enemy. Or move your dudes out of the way so your warjacks have clear charge lanes to Bulldoze through to their targets. Or just use it so Siege can get a 15 inch threat radius on his Maul.

The possibilities are only limited by the manner in which you want to win today.

Battering Ram is a cheap and effective way of pushing models off of control zones and out of the way of charge lanes. Just watch out for the short range. For optimal use, get a Lancer or use it in conjunction with Rocket Pack and his feat to get to safety.

Fury is just a great damage boosting spell that pretty much any melee model/unit is going to love. Hot swap it for double the fun.

High Ground is LoS and defense bonuses on demand. Shoot a pesky support model/warnoun hiding in the back with your hunter, or protect your key models with a nice defense buff (that stacks with Dig In to boot!)

Hallowed Avenger can get you a free threat extension or even an extra swing with an Ironclad's Quake Hammer. Won't always be used, but when it is it'll be great.

Razor Wall can effectively roadblock any single wound infantry, preventing them form moving where they need to go. Put it in front of some Iron Fangs to prevent them from charging you, and put it behind jacks so mechanics can't go and repair them.

His main method of winning is really dependent on your current scenario and opponent. As previously mentioned, Perfect Position can pretty much adapt to most combat situations. As such, it is important to identify what situation your enemy would hate to deal with most, then present that to them. It's also important to remember how many options he has when it comes to lateral targeting. Battering Ram, High Ground, the Feat's Bulldoze, and the Ram effect on his Maul are all good ways to open up LoS where it wasn't before. Use that to your advantage.

Because of the restrictions on his feat and abilities, Siege2 tends to prefer non-cavalry infantry in his lists, as they get the most out of him. Fortunately, pretty much all of our options just love Siege to bits.

Trencher Infantry (as well as the other trencher options) are a great choice. Desperate Pace + Feat increase their threat radius dramatically, and Fury turns them into mini Storm Lances. Laugh maniacally as your gravediggers charge targets that were 15 inches away at the start of your turn, then hit them an assault shot/pow 14 bayonet combo when you get there.

Stormblade Infantry get a surprising lot out of Siege2. Feat turns them into Storm Lances with twice the attacks for point cost, Dig In and High Ground give them an impressive boost to their survivability, and Fury lets them crack armor with ease. Even Razor Wall helps keep them safe against counterattacks from non-warnouns. Almost an auto-include given all the synergy here.

Arcane Tempest Gun Mages and their Solo brethren love Siege's feat. being Def 18 against shooting and immune to blast is amazing on them. A significant bonus, since Dig In lasts until they are moved or placed, with good positioning they might keep those bonuses for the rest of the game. Also, they can use their Thunderbolt rounds to push enemies into Razor Wall templates.

Ditto for Rangers. Plus Mark Target is so much easier to pull off with the ability to retreat or advance as needed.

The mercenary battlegroup members you can include in a Cygnar army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.

... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.

If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.

Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).

They can't upkeep each other's spells.

They can only dominate one SteamRoller scenario element at a time.

Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.

You can't make free strikes against models you bulldoze (because for them it is involuntary movement).

You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.

Similarly for Slams vs models within 1-3".

Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".

An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.

Moving Bulldozers and Bulldozed models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A (below). But what actually happens is more like Image B. This is due to 3 important factors you need to apply:

When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)

If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.

Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.

Stationary and knocked down models may not perform Vengeance moves nor attacks.

Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.

Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.

If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.

But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".